Kavonde Posted January 19, 2011 Author Posted January 19, 2011 Herne's Toughness (1d20+14=26) Herne's Grapple (1d20+14=17)
Kavonde Posted January 19, 2011 Author Posted January 19, 2011 Volcano sets up for a coup de grace. (Due to concealment, it takes 2 Full Actions rather than 1.) Herne tries to escape Jello-Man's grapple: Herne's Grapple (1d20+14=31) Need an opposed roll from Limos!
Limos Posted January 19, 2011 Posted January 19, 2011 Jello-man grapples 1d20+19 = 32 Sit your butt down Herne, you ain't going NOWHERE.
Kavonde Posted January 19, 2011 Author Posted January 19, 2011 Heh, nice. I edited my last post in the IC thread, which means Rav is up and ready to kill-steal! Oh, also, after Glowstar's turn, it's Jello-Man. All the mooks and secondary villains are K.O.'ed.
Kavonde Posted January 19, 2011 Author Posted January 19, 2011 It's Sustained, but I've been operating under the assumption that it still is.
Ari Posted January 21, 2011 Posted January 21, 2011 Switching from Boost to Super-Strength, Strength check to carry the unconscious baddies out of the Wok. 1d20+12=23
Kavonde Posted January 21, 2011 Author Posted January 21, 2011 Volcano performs a Coup de Grace on the helpless Herne. (It took two full actions due to concealment.) Herne's Toughness (1d20+14=22) (vs DC 32; staggered + stunned) Looks like he's still awake, but I think we can leave combat initiative. Resume normal posting!
Limos Posted February 1, 2011 Posted February 1, 2011 I guess it is. I don't have anything particular to add. Pretty sure we can just Iris-in at this point.
Raveled Posted February 1, 2011 Posted February 1, 2011 I don't think there's much more action to do, but I do believe there's still some RP potential between the cops and the heroes. Wonder where Kav got to?
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